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Thatchor
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Project Nevada Patch

Provides compatibility between Project Nevada's features and Tale of Two Wastelands by:

- Removing duplicate weapons, ammo, and armor along with adding PN's chargeable weapon feature to select Fallout 3 weapons.
- Adding enhanced vision modes and visor vision to appropiate headwear.
- Allowing certain FO3 characters to perform cybernetic surgery and the ability to find PN's implants in the Capital Wasteland.
- Rebalancing food and drink to comply with TTW's standards and PN's. (WIP)
 

I kept a few PN weapons that some people may consider "duplicate". One are the lever action rifles and the replica repeater. I mostly did this because they aren't as strong as the "unique" Lincoln Repeater, and they have a different texture (well the lever action rifles do anyway). Now, probably a little bit more controversial is that I kept the alloy-steel weapons and the dragoon weapons. I kept these because they used the cleaner Operation Anchorage texture and you couldn't get them outside the of OA. All duplicate ammunitions and armor were removed too.

Jax made an awesome Cyberware addition that he never released and I incorporated into this. Essentially what it does it add all PN's implants into the Capital Wasteland and allows specific doctors to perform surgery with a surgery manual (some don't need it). Oh, and some surgery manuals have been placed in the wasteland too. He did 99% of the work on this one. I only added one implant he missed.

The rebalanced food is currently half implemented. PN Rebalance adds dehydration factors to many foods. I need to readd all of these. For now, you will not become more dehydrated when eating food than you would in vanilla FNV. PN also lowers the amount of starvation that many foods heal. Currently this patch uses TTW's values.

Feedback is appreciated. Criticism is optional. Questions will be answered. Enjoy!


File Attachments: 

TTW Version Compatibility: 

v2.4
v2.6

Rating: 

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Average: 5 (16 votes)
Edited by: Thatchor on 06/11/2014 - 11:48 Reason: flagged your title so people don't try to use this with 2.4.
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Sweet! This is perfect for a

Sweet! This is perfect for a basic-ish PN patch.

If you think nothing is impossible... try slamming a revolving door. Yeah.
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Thanks! If you try it out,

Thanks! If you try it out, let me know how it goes and if I missed anything.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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Just a heads up that this

Just a heads up that this patch is also compatible with NVEC. NVEC doesn't appear to remove the duplicate items from the the game when run with TTW, but this does. Just load it after NVEC, but before the NVEC-PN-TTW super patch.

I'll be making make a patch that also brings stealth suit abilities/vision to the proper armors/clothing from TTW. I know there's a patch that adds the visions to the power armor helmets, but it doesn't add it to some other the other things that FO3 has. ETA is currently unknown, but depending on how busy my week is, I'll try and get it out by the weekend.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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With this and NVEC installed,

With this and NVEC installed, I'm having an issue with not being able to change the Project Nevada Rebalance settings, any idea what's causing that? It's really annoying to not be able to adjust any of that.

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My mod doesn't touch the

My mod doesn't touch the menus in anyway, only form lists really. Do you have Project Nevada - Extra Options installed? There is a known bug that sometimes causes the PN Rebalance (and Core) menus to disappear if you have Extra Options installed. My mod doesn't cause it, but there is a fix here.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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Released here is the vision

Released here is the vision patch. The original is done by Imperious. I just added additional armors (He only did power armors mostly).


Also, here is a combined patch of the vision additions and the equipment duplicate fixes. It requires PN Core and Equipment Modules.

File Attachments: 

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I'm continuing to work on a

I'm continuing to work on a more complete PN patch with Gribble's aid. All four modules of Project Nevada will be covered (Core, Cyberware, Rebalance, Equipment). I need some opinions on things however.
 


Okay, well that's about it guys. I'm open to any suggestions and comments. The only thing that will be somewhat hard to implement is the Cyberware module into the CW, but I'll wait for your opinions before starting that.
 

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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Core is fine, yes, there was

Core is fine, yes, there was never an issue with that except with the stealth on some armors and overlays of course.

Jax actually did some work on cyberware iirc. He'll probably comment here in a bit telling you what he did and maybe even offering the patch files he made for you to incorporate. We had decided a while back on which doctors would and would not be able to perform surgery either by default or by book (less education in DC).

Rebalance is going to require only a bit of work. Again iirc there was only 1 DC specific food item that was left out of FNV, and then TTW adds a few that need to be covered, all should be classified as fresh foods.

Equipment was always the biggest hurdle, and the reason I never got around to making a patch. TTW will eventually be adding modable weapons, so I don't feel any need to support that, and there is a patch on here for WMX-ified Fo3 weapons as well. My solution for weapons is you can actually remove them from the plugin once the data is converted. It's already going to require a clean save with loss of all PN Fo3 weapons for anyone who uses this patch (new game recommended).

As far as weapon removal, I actually don't even like the flamer pistol. However, I too started making an MCM options thing to allow switching, and the issue comes up as this:

If you add an option to a Leveled List (LVLI) to reduce the spawn rate, you reduce the amount of loot/weapons that can be found. Setting it to chance none 100 means that it will never spawn anything, and if it is selected as the list to be used and says nothing, you get no gun. To counter this it would have to be nested inside another LVLI that contains another LVLI with the opposite chance none value. So when you disable one weapon it enables the other, that way if the LVLI gets picked by the game to spawn an item, it can produce something. This is a TON of work and not fun at all.

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I'll wait for Jax's response

I'll wait for Jax's response before I play around with Cyberware Module. For equipment, like mentioned before, I got all original FO3 PN-added weapons removed. I changed Operation Anchorage's weapons characteristics for some reason I can't remember (something to do with the Alloy-Steel Weapons PN added), but I'll change them back eventually. I ended up keeping PN's stats on the FO3 weapons; my logic being that it should it's a PN Patch and should remain true to PN vs TTW balancing. I could make an alternative plugin to keep FO3 stats, or an MCM option.

As for the other equipment, I could always just make a plugin that flat out removes all weapons and/or armor that PN adds. The more I think about it, the less I feel we need to make the equipment dynamically enabable/disabable with MCM. Couldn't we just use the AddItemToLeveledList function to add the items to the list. Of course this couldn't be undone, and if a player didn't like their choice, it'd be up to them to start a new game. The dynamic option would be ALOT of work. I'll check into since I don't mind tedious work too much. If I could at least get all the lists created, would you mind creating the MCM menu or at least giving me a template to work off of (preferably the later)? Like I posted before, I have little knowledge when it comes to MCM, although I have been meaning to learn configuring mods with it.

Oh, also, how do you feel about chargeable FO3 weapons?

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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For the cyberware module I

For the cyberware module I placed a few training manuals, placed duplicate implants in DC (including merchant sales), and allowed certain doctors to learn from the manuals/automatically know how to do surgery.

Basically it duplicates existing Cyberware stuff from the Mojave and puts it in DC. Nothing inspired, nothing new, just a stop gap to allow players to utilize cyberware in DC.

I would love to eventually add in some new modules for DC. I want to have a few up on the Mothership Zeta implying that the aliens were experimenting with human cybernetics (these would basically be DCs answer to Old World Blues).

I was kicking around the idea of implementing a new company based out of the Commonwealth that rivals the Nevada Group, they offer similar implants but with slight twists that make the choice between the Commonwealth or Nevada implant a matter of personal preference rather than a choice of which is better.

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I actually meant Zeta, not

I actually meant Zeta, not Anchorage. It's been a long night haha. I like the Commonwealth idea. The Commonwealth could maybe have implants that increase energy weapons performance and the Followers could be based more around guns? Both could do the generic ones. I'd definitely like to throw one or two implants up in Zeta though, even if it's just on a table at the end. Maybe something Cyro based (Cyronetic Touch: 3% chance to freeze target on melee attack?)

Do you still have the Cyberware patch and if you do, would you mind sending it to me so I could incorporate it into a larger patch?

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This patch will be much

This patch will be much appreciated by the TTW community. I salute you, good sir, and continue the good work!

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I got the chargeable weapon

I got the chargeable weapon feature working on the Metal Blaster from The Pitt. Easier than I thought too! I'm going to change it to three beams though to make it different than the other chargeable weapons.

Video Here

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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Update to the PN patch. See

Update to the PN patch. See main post!

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This forum is rather exciting

This forum is rather exciting... much like the frontier, something new is being done/discovered every day :P I've updated now, so I'll let you know whether I run into any problems. I was going to mention the mirelurk cakes, but it seems you already have.

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Yeah, I still need to change

Yeah, I still need to change the cakes and a few other DLC items. No biggy and not really game breaking. Priority right now is fixing the food sanitizer/food healing option from PN conflict. As of right now, only the food healing option works. I'll get an update out tonight/tomorrow night (depends if I feel like doing a texture or not). I'm also going to change the change some Cyberware stuff back to Jax's original thoughts. He has solid logic behind it that I... overlooked (long night!).

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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Wow. Last night I made my own

Wow. Last night I made my own version of a Cyberware patch for DC, only to find this one this morning. Is there any chance we can get a list of doctors who can perform surgery and the locations of the modules and manuals? Please tell the that the EMP Generator is in the AntAgonizer's Lair, and the Hyperfrequency Emitter is in the Mechanist's Forge, because that how I had it set up and I was so proud because it's just so appropriate.

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Implant Locations here

Implant Locations here

 
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Does the Wired Synapses

Thanks.

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Wired Synapses ResponseKind

 

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I also enjoy spoilers! In the

 

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Sawbones is working as

 

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Well I just feel dumb...

Well I just feel dumb... Anyway...

Also, update TTW Cyberware Google Doc. Just for you Jax!

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At work, no GECK and I

At work, no GECK and I actually don't even have TTW installed at the moment (figured it was time to clean out my FNV folder).

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Sorry, that wasn't the way

Sorry, that wasn't the way that was supposed to be come out. It was supposed to read:

I made an updated TTW Cyberware Google Doc. Just for you Jax!

My bad. I'm getting off topic though. Lunch time for me and then texturing some weapons.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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For D.C. specific implants,

For D.C. specific implants, perhaps an internal purification/metabolic efficiency implant, which acts like a food sanitizer without the weight, with the added benefit of increasing the benefit of ingestibles? The main problem in D.C. is radiation and the lack of clean food. Making it work on non-bottled water (toilets, bodies of water, faucets, water towers, etc.) would be incredibly useful to those using Hardcore mode.

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There's already lead belly as

There's already lead belly as a perk, an implant in my opinion would be redundant. MZ implants though... woah baby :D There's a reason to replay Zeta.

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I agree. MZ implants are a

I agree. MZ implants are a motherload, like OWB was.

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I have no idea how the PN's

I have no idea how the PN's implant system works. I haven't looked at it, so I have no idea if it would be hard or easy to add implants (not new implant slots, but just implants). Jax, I know you did some modifying of it for your mutations proof of concept. How hard is it just to add new implants?

My goal would be to add three - five (probably four to match OWB) implants scattered throughout the ship. And that would be one for each body slot too (legs, arms, torso, head). Maybe even a perk for having all four in at the same time. For the arms, I know I want "cyronetic" touch (x% chance to freeze on melee attack). As for the other three, I'm very open to suggestions. Maybe something like the EM blast for the torso by cyro based? If there were two cyro based ones, I'd want to go all out and make them all cyro based.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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I had one I always liked, an

I had one I always liked, an energy shield that gives you a DR boost but costs energy to power. Another useful implant would be an energy port that allows you to use alien ammo instead of small energy cells, allowing you to power stuff much cheaper. Ideally, the shield would be exclusive with stealth fields, meaning that you cannot have both active at once. I like the cryo implant that is thrown, similar to the EM blast. I'm not a fan of freezing through melee attacks though.

That's three, I can't think of any more at the moment.

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Good ideas. If you think of

Good ideas. If you think of anymore, don't be afraid to shout them out. :) So for the EM Blast like implant, you'd want a rechargeable cryo grenade essentially? Sorry, a little confused over here. I need sleep. You know what? That's what I'm going to do.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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I know we're not much for

I know we're not much for changing vanilla, but I think it'd be really cool to get a little perk at the start of MZ. Not as powerful as OWB, but something along a similar vein. I'm thinking "Probed!", though I'd have no idea what it'd do. I definitely like the rechargeable cryo blast idea, the two others Jax suggested are good, but I'm not sure where they'd go. Also, the alien cell would have to be much, much more powerful than the SEC so I'm not convinced it could be realistically balanced. As far as a leg implant, what about the...

Molecular Reconstructamathingy! - It's not exactly clear how the Molecular Reconstructamathingy works, but as close as we could guess, it slows explosions down by reassembling the atoms in the explosives as they react. Neato, huh? Player takes 30% less damage from explosives, and his legs cannot be crippled by them. At least, we think so.

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The majority of PN implants

The majority of PN implants are redundant as far as perks go. Most of them are SPECIAL boosts (Intensive Training) or skill boosts. A player might not want to waste one perk every two levels on Lead Belly, since all it does is provide a 50% reduction to water based radiation.

How about a Mass-Energy convertor implant, maybe an EMP-like attack that has the ash kill effect and leaves behind a substance that can be made into alien power cells, or other type of energy cells, by adding such items to the dead thing's inventory?

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On the topic of Zeta specific

On the topic of Zeta specific implants, I'd have to chuck a +1 in for some kind of melee based one. Myself, I really like the idea of a chance to freeze any enemies when punching them.

It'd actually give me a reason to play with melee every now and again, plus I think it'd be the most fitting implant we could include story wise; as a lot of the alien tech seems to be based around cyrogenics.

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I prefer the idea of it

I prefer the idea of it effecting your punches to your melee weapons. 

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I agree with the melee option

I agree with the melee option, though I rarely use melee. It just fits better, and sets them apart from the other implants.

I also like the idea of the food sanitizer being given an implant option, though doesn't OWB have something similar too? Molecular Reconstructamathingy! is a good one, not sure if it should be explosives or what, but the name is great. Jax's energy shield idea is good, and would pretty easy to implement, though I'd like to give it visuals like the stealth field has, so we might need to write a whole new util script to handle that. Some extra work would also need to go into making it be mutually exclusive with the stealth implant, but I think that if we rewrite the whole system using Jax's update that would be easier.

 

I'll go ahead and make a note here, and hijack this thread a bit as well, but I should probably make a new one to get input on this. At some point in the future, in fact hopefully this holiday once school is out, I'm going to finish the work on PN Extra Options whether I feel like it or not, and get it done and updated. As part of the update, I have been working toward making it super easy for me to merge all of my changes into the PN plugins (merged MCM settings, etc) to the point that basically I can merge it back down to 5 plugins (4 PN original ones, and then the TTW patch). However, doing this will cause everyone to lose their current settings. I have a workaround for that too that should work, but it would be something to keep in mind.

Anyway, wall'o'text, I want feedback as to whether or not this is desirable, as the confusion it might cause goes against the PN way of doing things.

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OWB's Y-3 implant only

OWB's Y-3 implant only removes waterborne radiation, and the Y-7 implant only improves food. I was thinking something that removes all radiation from food and water while improving the effects of both, while also being within the graps of D.C. dwellers who might be nowhere near OWB. Actually, something that cooks uncooked food inside you might make such an implant more unique. Gastromicrowavitronic Gut? Eat raw food, get the effects of cooked food of the same type. That might be a handful, though.

My original idea had the player urinating clean water a half hour after drinking water, allowing one to get by on one bottle.

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The problem with these food

The problem with these food affecting implants is that, in order for things like what you describe to work, you have to add new effects to ALL the food items in the entire game. It's tedious hours long work that requires entering the same information over and over and over and over.... you get the idea. It's not fun, and it reduces compatibility.

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Yeah, that's why I said a

Yeah, that's why I said a handful. However, couldn't a script account for the types of raw food in the game? Running GetIsUsedItem on every raw food item, then using RestoreActorValue to negate the negative effects and add the positive ones. For instance, -2 Str, -20 HP for a raw food, +2 Str and +30 HP on the cooked version becomes +4 Str and +50 HP in the script. It would still be tedious to write, but compatibility wouldn't be affected since you're not actually making changes to the items themselves. The Y-7 implant works like this, except it uses the HasMagicEffect function.

Just brainstorming. I don;t think there are even that many raw foods in the game. I'll have to check.

Edit: Just remembered, this wouldn't account for the survival skill, but could still remove all non-survival based effects, like strength damage. Perhaps even make alcohol penalty-free? Hmmm...

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No, it doesn't work, actually

No, it doesn't work, actually. I tried the GetIsUsedItem once and it didn't work when I ate something. I was very sad

The HasMagicEffect MIGHT work for this, that would need testing.

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I'm messing around with it. I

I'm messing around with it. I'm pretty much an amateur with scripting, but I'll see what I can come up with.

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Gribbleshnibit8 wrote:

Gribbleshnibit8 wrote:

 

I agree with the melee option, though I rarely use melee. It just fits better, and sets them apart from the other implants.

I also like the idea of the food sanitizer being given an implant option, though doesn't OWB have something similar too? Molecular Reconstructamathingy! is a good one, not sure if it should be explosives or what, but the name is great. Jax's energy shield idea is good, and would pretty easy to implement, though I'd like to give it visuals like the stealth field has, so we might need to write a whole new util script to handle that. Some extra work would also need to go into making it be mutually exclusive with the stealth implant, but I think that if we rewrite the whole system using Jax's update that would be easier.

 

I'll go ahead and make a note here, and hijack this thread a bit as well, but I should probably make a new one to get input on this. At some point in the future, in fact hopefully this holiday once school is out, I'm going to finish the work on PN Extra Options whether I feel like it or not, and get it done and updated. As part of the update, I have been working toward making it super easy for me to merge all of my changes into the PN plugins (merged MCM settings, etc) to the point that basically I can merge it back down to 5 plugins (4 PN original ones, and then the TTW patch). However, doing this will cause everyone to lose their current settings. I have a workaround for that too that should work, but it would be something to keep in mind.

Anyway, wall'o'text, I want feedback as to whether or not this is desirable, as the confusion it might cause goes against the PN way of doing things.

Honestly, I don't think most people will really care if they lose their settings. Are you going to be incorporating my TTW patch into Extra Options? I don't care either way, I just want to make sure it's perfect, so you don't have to mess with it.

One more thing. From the looks of things, it seems like a radiation-food-type-implant-thingy would be wanted. Since I'm adding the food sanitizer's effect back onto ALL the food items, would you like me to add another effect as a placeholder for the implant?

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

Delphi
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Just an idea for a new

Just an idea for a new Mothership Zeta Foot implant(I dont know if this is possible with the game engine:

Zero degree Kelvin footstep: Toggleable and somehow duration limited. I´d suggest a certain duration(like 15 seconds) and a recharge timer (about 1-5 minutes?). Alternatively the ability could be using AP.

While active you freeze the ground where you step, which allows you to walk over water. That would open a few rather cool options, like fleeing from enemies on water or crossing rivers faster than usual.

As a bonus feature you could change the footstep sound to walking on snow, when you are walking on land. No real effect here, just for fun :)

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Hello, can you please post a

Hello, can you please post a clear loadorder on how to use this with NVEC ?
I'm not sure what is requiered for all of that. Thank you :)

And is it possible to use NVEC + PN * Patch + combined EVE ? Or will this have some issues ?

Regards, Darkersun - semi FNV Modder - Wasteland lover
Thatchor
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NVEC should always be loaded

NVEC should always be loaded extremely high in your load order. Typically right under Tale Of Two Wastelands. So...

TTW

NVEC

PN + All it's modules

Combined EVE

NVEC and PN patch that's posted here on the forums

This Patch


Another thing to mention to everybody is after you make a merged/based patch, it's always a good idea to check to make sure it didn't add PNs duplicate weapons back in. 95% of the time, merged patches don't do this, but bashed patches sometimes do.

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

Darkersun
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Great thank you, I will try

Great thank you, I will try this :)

Regards, Darkersun - semi FNV Modder - Wasteland lover
Gribbleshnibit8
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Thatchor, I'm at work right
Thatchor, I'm at work right now and can't make a full reply, it'll have to Wait until I get off this afternoon. Delphi, while that would be cool, it would be, to my knowledge, pretty much impossible to pull off in a sufficiently compatible and easy way, if at all.
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Oblivion had a water walking

Oblivion had a water walking enchantment that may still exist in FO, not sure. Giving the illusion of water freezing would be a bitch though. Footstep sounds MIGHT be doable...

Thatchor
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The water freezing may not be

The water freezing may not be THAT hard, but I don't think it would look good at all due to engine limitations. I don't think it would be worth pursing. Just another thought about the radiation-reduction-food implant. The lore/thought behind it could be that the aliens were working on the humans trying to make it so that their food was more edible to humans, but they accidently, or purposely (who knows), made them more tolerate to radiation. I'm off to bed though.

@Gribbleshnibit8

Alrighty sounds good. I'll wait to finish fixing the food sanitizer in case you want me to put a placeholder on all the food items.

@Jax

 

JaxFirehart: I'll press my man boobs together and post pics if it helps. I'll even put the vacuum attachment on.

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Spoiler Go ahead and do it,
 

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